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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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| static int | dScnRoom_Draw (room_of_scene_class *i_this) |
| static int | getResetArchiveBank (int i_roomNo, const u8 **o_bankIDList) |
| static bool | resetArchiveBank (int i_roomNo) |
| static bool | setArchiveBank (int i_roomNo) |
| static int | objectDeleteJugge (void *i_process, void *i_data) |
| static int | deleteJugge (void *i_process, void *i_data) |
| static void * | isCreatingCallback (create_tag *i_createTag, fpc_ProcID *i_procId) |
| static u8 | isCreating (fpc_ProcID i_id) |
| static int | loadDemoArchive (int i_roomNo) |
| static bool | objectSetCheck (room_of_scene_class *i_this) |
| static int | dScnRoom_Execute (room_of_scene_class *i_this) |
| static int | dScnRoom_IsDelete (room_of_scene_class *) |
| static bool | isReadRoom (int i_roomNo) |
| const char * | setArcName (room_of_scene_class *i_room) |
| static int | dScnRoom_Delete (room_of_scene_class *i_this) |
| static int | phase_0 (room_of_scene_class *i_this) |
| static int | phase_1 (room_of_scene_class *i_this) |
| static int | phase_2 (room_of_scene_class *i_this) |
| static int | phase_3 (room_of_scene_class *i_this) |
| static int | phase_4 (room_of_scene_class *i_this) |
| static int | dScnRoom_Create (scene_class *i_this) |
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| static scene_method_class | l_dScnRoom_Method |
| scene_process_profile_definition | g_profile_ROOM_SCENE |
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d_s_room.cpp Gameplay Room Scene
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In Wii USA Revision 0, if a stage's resources fail to load, the stage will restart as a failsafe. In later versions this failsafe was removed, and the room will simply not load.
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In Wii USA Revision 0, if a stage's resources fail to load, the stage will restart as a failsafe. In later versions this failsafe was removed, and the room will simply not load.
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| scene_process_profile_definition g_profile_ROOM_SCENE |
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